First Commit
This commit is contained in:
415
externals/glslang/Test/baseResults/hlsl.struct.frag.out
vendored
Normal file
415
externals/glslang/Test/baseResults/hlsl.struct.frag.out
vendored
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@@ -0,0 +1,415 @@
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hlsl.struct.frag
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WARNING: 0:26: 'register' : ignoring shader_profile
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WARNING: 0:27: 'register' : ignoring shader_profile
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WARNING: 0:30: 'register' : ignoring shader_profile
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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||||
0:40 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
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||||
0:40 Function Parameters:
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||||
0:40 'input' ( in 4-component vector of float)
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||||
0:40 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? Sequence
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0:45 Compare Equal ( temp bool)
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||||
0:45 's3' ( temp structure{ temp 3-component vector of bool b3})
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0:45 's3' ( temp structure{ temp 3-component vector of bool b3})
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||||
0:46 move second child to first child ( temp 4-component vector of float)
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0:46 i: direct index for structure ( temp 4-component vector of float)
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0:46 's2' ( global structure{ temp 4-component vector of float i})
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0:46 Constant:
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0:46 0 (const int)
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0:46 ff4: direct index for structure ( temp 4-component vector of float)
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0:46 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:46 Constant:
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0:46 7 (const int)
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||||
0:50 move second child to first child ( temp structure{})
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0:50 'e' ( temp structure{})
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||||
0:50 e: direct index for structure ( temp structure{})
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||||
0:50 'ce' ( temp structure{ temp structure{} e})
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||||
0:50 Constant:
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||||
0:50 0 (const int)
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||||
0:52 Branch: Return with expression
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0:52 'input' ( in 4-component vector of float)
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||||
0:40 Function Definition: PixelShaderFunction( ( temp void)
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0:40 Function Parameters:
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0:? Sequence
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0:40 move second child to first child ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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||||
0:40 Sequence
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||||
0:40 move second child to first child ( temp 4-component vector of float)
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0:40 a: direct index for structure ( temp 4-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 0 (const int)
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0:? 's.a' (layout( location=1) smooth in 4-component vector of float)
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0:40 move second child to first child ( temp bool)
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0:40 b: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 1 (const int)
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0:? 's.b' (layout( location=2) flat in bool)
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0:40 move second child to first child ( temp 1-component vector of float)
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0:40 c: direct index for structure ( temp 1-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 2 (const int)
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0:? 's.c' (layout( location=3) centroid noperspective in 1-component vector of float)
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0:40 move second child to first child ( temp 2-component vector of float)
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0:40 d: direct index for structure ( temp 2-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 3 (const int)
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0:? 's.d' (layout( location=4) centroid sample in 2-component vector of float)
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0:40 move second child to first child ( temp bool)
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0:40 ff1: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 4 (const int)
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0:? 's.ff1' ( flat in bool Face)
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0:40 move second child to first child ( temp bool)
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0:40 ff2: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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||||
0:40 5 (const int)
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||||
0:? 's.ff2' (layout( location=5) flat in bool)
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0:40 move second child to first child ( temp bool)
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0:40 ff3: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 6 (const int)
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0:? 's.ff3' (layout( location=6) flat in bool)
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0:40 move second child to first child ( temp 4-component vector of float)
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0:40 ff4: direct index for structure ( temp 4-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 7 (const int)
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0:? 's.ff4' (layout( location=7) in 4-component vector of float)
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0:40 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:40 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? Linker Objects
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||||
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6})
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0:? 's2' ( global structure{ temp 4-component vector of float i})
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||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:? 's.ff1' ( flat in bool Face)
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0:? 's.a' (layout( location=1) smooth in 4-component vector of float)
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0:? 's.b' (layout( location=2) flat in bool)
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0:? 's.c' (layout( location=3) centroid noperspective in 1-component vector of float)
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||||
0:? 's.d' (layout( location=4) centroid sample in 2-component vector of float)
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||||
0:? 's.ff2' (layout( location=5) flat in bool)
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||||
0:? 's.ff3' (layout( location=6) flat in bool)
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||||
0:? 's.ff4' (layout( location=7) in 4-component vector of float)
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||||
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||||
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Linked fragment stage:
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||||
|
||||
Shader version: 500
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||||
gl_FragCoord origin is upper left
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||||
0:? Sequence
|
||||
0:40 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
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||||
0:40 Function Parameters:
|
||||
0:40 'input' ( in 4-component vector of float)
|
||||
0:40 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
|
||||
0:? Sequence
|
||||
0:45 Compare Equal ( temp bool)
|
||||
0:45 's3' ( temp structure{ temp 3-component vector of bool b3})
|
||||
0:45 's3' ( temp structure{ temp 3-component vector of bool b3})
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||||
0:46 move second child to first child ( temp 4-component vector of float)
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||||
0:46 i: direct index for structure ( temp 4-component vector of float)
|
||||
0:46 's2' ( global structure{ temp 4-component vector of float i})
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||||
0:46 Constant:
|
||||
0:46 0 (const int)
|
||||
0:46 ff4: direct index for structure ( temp 4-component vector of float)
|
||||
0:46 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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||||
0:46 Constant:
|
||||
0:46 7 (const int)
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||||
0:50 move second child to first child ( temp structure{})
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||||
0:50 'e' ( temp structure{})
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||||
0:50 e: direct index for structure ( temp structure{})
|
||||
0:50 'ce' ( temp structure{ temp structure{} e})
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||||
0:50 Constant:
|
||||
0:50 0 (const int)
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||||
0:52 Branch: Return with expression
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||||
0:52 'input' ( in 4-component vector of float)
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||||
0:40 Function Definition: PixelShaderFunction( ( temp void)
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||||
0:40 Function Parameters:
|
||||
0:? Sequence
|
||||
0:40 move second child to first child ( temp 4-component vector of float)
|
||||
0:? 'input' ( temp 4-component vector of float)
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||||
0:? 'input' (layout( location=0) in 4-component vector of float)
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||||
0:40 Sequence
|
||||
0:40 move second child to first child ( temp 4-component vector of float)
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||||
0:40 a: direct index for structure ( temp 4-component vector of float)
|
||||
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
|
||||
0:40 Constant:
|
||||
0:40 0 (const int)
|
||||
0:? 's.a' (layout( location=1) smooth in 4-component vector of float)
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||||
0:40 move second child to first child ( temp bool)
|
||||
0:40 b: direct index for structure ( temp bool)
|
||||
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
|
||||
0:40 Constant:
|
||||
0:40 1 (const int)
|
||||
0:? 's.b' (layout( location=2) flat in bool)
|
||||
0:40 move second child to first child ( temp 1-component vector of float)
|
||||
0:40 c: direct index for structure ( temp 1-component vector of float)
|
||||
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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||||
0:40 Constant:
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||||
0:40 2 (const int)
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||||
0:? 's.c' (layout( location=3) centroid noperspective in 1-component vector of float)
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||||
0:40 move second child to first child ( temp 2-component vector of float)
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||||
0:40 d: direct index for structure ( temp 2-component vector of float)
|
||||
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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||||
0:40 Constant:
|
||||
0:40 3 (const int)
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||||
0:? 's.d' (layout( location=4) centroid sample in 2-component vector of float)
|
||||
0:40 move second child to first child ( temp bool)
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||||
0:40 ff1: direct index for structure ( temp bool)
|
||||
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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||||
0:40 Constant:
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0:40 4 (const int)
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||||
0:? 's.ff1' ( flat in bool Face)
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0:40 move second child to first child ( temp bool)
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||||
0:40 ff2: direct index for structure ( temp bool)
|
||||
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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||||
0:40 Constant:
|
||||
0:40 5 (const int)
|
||||
0:? 's.ff2' (layout( location=5) flat in bool)
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||||
0:40 move second child to first child ( temp bool)
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0:40 ff3: direct index for structure ( temp bool)
|
||||
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
|
||||
0:40 6 (const int)
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0:? 's.ff3' (layout( location=6) flat in bool)
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0:40 move second child to first child ( temp 4-component vector of float)
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0:40 ff4: direct index for structure ( temp 4-component vector of float)
|
||||
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
|
||||
0:40 Constant:
|
||||
0:40 7 (const int)
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||||
0:? 's.ff4' (layout( location=7) in 4-component vector of float)
|
||||
0:40 move second child to first child ( temp 4-component vector of float)
|
||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
||||
0:40 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
|
||||
0:? 'input' ( temp 4-component vector of float)
|
||||
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
|
||||
0:? Linker Objects
|
||||
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6})
|
||||
0:? 's2' ( global structure{ temp 4-component vector of float i})
|
||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
||||
0:? 'input' (layout( location=0) in 4-component vector of float)
|
||||
0:? 's.ff1' ( flat in bool Face)
|
||||
0:? 's.a' (layout( location=1) smooth in 4-component vector of float)
|
||||
0:? 's.b' (layout( location=2) flat in bool)
|
||||
0:? 's.c' (layout( location=3) centroid noperspective in 1-component vector of float)
|
||||
0:? 's.d' (layout( location=4) centroid sample in 2-component vector of float)
|
||||
0:? 's.ff2' (layout( location=5) flat in bool)
|
||||
0:? 's.ff3' (layout( location=6) flat in bool)
|
||||
0:? 's.ff4' (layout( location=7) in 4-component vector of float)
|
||||
|
||||
Validation failed
|
||||
// Module Version 10000
|
||||
// Generated by (magic number): 8000b
|
||||
// Id's are bound by 102
|
||||
|
||||
Capability Shader
|
||||
1: ExtInstImport "GLSL.std.450"
|
||||
MemoryModel Logical GLSL450
|
||||
EntryPoint Fragment 4 "PixelShaderFunction" 51 54 59 65 71 76 80 84 87 91
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||||
ExecutionMode 4 OriginUpperLeft
|
||||
Source HLSL 500
|
||||
Name 4 "PixelShaderFunction"
|
||||
Name 11 "IN_S"
|
||||
MemberName 11(IN_S) 0 "a"
|
||||
MemberName 11(IN_S) 1 "b"
|
||||
MemberName 11(IN_S) 2 "c"
|
||||
MemberName 11(IN_S) 3 "d"
|
||||
MemberName 11(IN_S) 4 "ff1"
|
||||
MemberName 11(IN_S) 5 "ff2"
|
||||
MemberName 11(IN_S) 6 "ff3"
|
||||
MemberName 11(IN_S) 7 "ff4"
|
||||
Name 16 "@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;"
|
||||
Name 14 "input"
|
||||
Name 15 "s"
|
||||
Name 19 "FS"
|
||||
MemberName 19(FS) 0 "b3"
|
||||
Name 21 "s3"
|
||||
Name 28 ""
|
||||
MemberName 28 0 "i"
|
||||
Name 30 "s2"
|
||||
Name 38 "empty"
|
||||
Name 40 "e"
|
||||
Name 41 "containEmpty"
|
||||
MemberName 41(containEmpty) 0 "e"
|
||||
Name 43 "ce"
|
||||
Name 49 "input"
|
||||
Name 51 "input"
|
||||
Name 53 "s"
|
||||
Name 54 "s.a"
|
||||
Name 59 "s.b"
|
||||
Name 65 "s.c"
|
||||
Name 71 "s.d"
|
||||
Name 76 "s.ff1"
|
||||
Name 80 "s.ff2"
|
||||
Name 84 "s.ff3"
|
||||
Name 87 "s.ff4"
|
||||
Name 91 "@entryPointOutput"
|
||||
Name 92 "param"
|
||||
Name 94 "param"
|
||||
Name 98 "myS"
|
||||
MemberName 98(myS) 0 "b"
|
||||
MemberName 98(myS) 1 "c"
|
||||
MemberName 98(myS) 2 "a"
|
||||
MemberName 98(myS) 3 "d"
|
||||
Name 99 "$Global"
|
||||
MemberName 99($Global) 0 "s1"
|
||||
MemberName 99($Global) 1 "ff5"
|
||||
MemberName 99($Global) 2 "ff6"
|
||||
Name 101 ""
|
||||
Decorate 51(input) Location 0
|
||||
Decorate 54(s.a) Location 1
|
||||
Decorate 59(s.b) Flat
|
||||
Decorate 59(s.b) Location 2
|
||||
Decorate 65(s.c) NoPerspective
|
||||
Decorate 65(s.c) Centroid
|
||||
Decorate 65(s.c) Location 3
|
||||
Decorate 71(s.d) Centroid
|
||||
Decorate 71(s.d) Location 4
|
||||
Decorate 76(s.ff1) Flat
|
||||
Decorate 76(s.ff1) BuiltIn FrontFacing
|
||||
Decorate 80(s.ff2) Flat
|
||||
Decorate 80(s.ff2) Location 5
|
||||
Decorate 84(s.ff3) Flat
|
||||
Decorate 84(s.ff3) Location 6
|
||||
Decorate 87(s.ff4) Location 7
|
||||
Decorate 91(@entryPointOutput) Location 0
|
||||
MemberDecorate 98(myS) 0 Offset 0
|
||||
MemberDecorate 98(myS) 1 Offset 4
|
||||
MemberDecorate 98(myS) 2 Offset 16
|
||||
MemberDecorate 98(myS) 3 Offset 32
|
||||
MemberDecorate 99($Global) 0 Offset 0
|
||||
MemberDecorate 99($Global) 1 Offset 1620
|
||||
MemberDecorate 99($Global) 2 Offset 1636
|
||||
Decorate 99($Global) Block
|
||||
Decorate 101 DescriptorSet 0
|
||||
Decorate 101 Binding 0
|
||||
2: TypeVoid
|
||||
3: TypeFunction 2
|
||||
6: TypeFloat 32
|
||||
7: TypeVector 6(float) 4
|
||||
8: TypePointer Function 7(fvec4)
|
||||
9: TypeBool
|
||||
10: TypeVector 6(float) 2
|
||||
11(IN_S): TypeStruct 7(fvec4) 9(bool) 6(float) 10(fvec2) 9(bool) 9(bool) 9(bool) 7(fvec4)
|
||||
12: TypePointer Function 11(IN_S)
|
||||
13: TypeFunction 7(fvec4) 8(ptr) 12(ptr)
|
||||
18: TypeVector 9(bool) 3
|
||||
19(FS): TypeStruct 18(bvec3)
|
||||
20: TypePointer Function 19(FS)
|
||||
28: TypeStruct 7(fvec4)
|
||||
29: TypePointer Private 28(struct)
|
||||
30(s2): 29(ptr) Variable Private
|
||||
31: TypeInt 32 1
|
||||
32: 31(int) Constant 0
|
||||
33: 31(int) Constant 7
|
||||
36: TypePointer Private 7(fvec4)
|
||||
38(empty): TypeStruct
|
||||
39: TypePointer Function 38(empty)
|
||||
41(containEmpty): TypeStruct 38(empty)
|
||||
42: TypePointer Function 41(containEmpty)
|
||||
50: TypePointer Input 7(fvec4)
|
||||
51(input): 50(ptr) Variable Input
|
||||
54(s.a): 50(ptr) Variable Input
|
||||
57: 31(int) Constant 1
|
||||
58: TypePointer Input 9(bool)
|
||||
59(s.b): 58(ptr) Variable Input
|
||||
61: TypePointer Function 9(bool)
|
||||
63: 31(int) Constant 2
|
||||
64: TypePointer Input 6(float)
|
||||
65(s.c): 64(ptr) Variable Input
|
||||
67: TypePointer Function 6(float)
|
||||
69: 31(int) Constant 3
|
||||
70: TypePointer Input 10(fvec2)
|
||||
71(s.d): 70(ptr) Variable Input
|
||||
73: TypePointer Function 10(fvec2)
|
||||
75: 31(int) Constant 4
|
||||
76(s.ff1): 58(ptr) Variable Input
|
||||
79: 31(int) Constant 5
|
||||
80(s.ff2): 58(ptr) Variable Input
|
||||
83: 31(int) Constant 6
|
||||
84(s.ff3): 58(ptr) Variable Input
|
||||
87(s.ff4): 50(ptr) Variable Input
|
||||
90: TypePointer Output 7(fvec4)
|
||||
91(@entryPointOutput): 90(ptr) Variable Output
|
||||
97: TypeInt 32 0
|
||||
98(myS): TypeStruct 97(int) 97(int) 7(fvec4) 7(fvec4)
|
||||
99($Global): TypeStruct 98(myS) 6(float) 6(float)
|
||||
100: TypePointer Uniform 99($Global)
|
||||
101: 100(ptr) Variable Uniform
|
||||
4(PixelShaderFunction): 2 Function None 3
|
||||
5: Label
|
||||
49(input): 8(ptr) Variable Function
|
||||
53(s): 12(ptr) Variable Function
|
||||
92(param): 8(ptr) Variable Function
|
||||
94(param): 12(ptr) Variable Function
|
||||
52: 7(fvec4) Load 51(input)
|
||||
Store 49(input) 52
|
||||
55: 7(fvec4) Load 54(s.a)
|
||||
56: 8(ptr) AccessChain 53(s) 32
|
||||
Store 56 55
|
||||
60: 9(bool) Load 59(s.b)
|
||||
62: 61(ptr) AccessChain 53(s) 57
|
||||
Store 62 60
|
||||
66: 6(float) Load 65(s.c)
|
||||
68: 67(ptr) AccessChain 53(s) 63
|
||||
Store 68 66
|
||||
72: 10(fvec2) Load 71(s.d)
|
||||
74: 73(ptr) AccessChain 53(s) 69
|
||||
Store 74 72
|
||||
77: 9(bool) Load 76(s.ff1)
|
||||
78: 61(ptr) AccessChain 53(s) 75
|
||||
Store 78 77
|
||||
81: 9(bool) Load 80(s.ff2)
|
||||
82: 61(ptr) AccessChain 53(s) 79
|
||||
Store 82 81
|
||||
85: 9(bool) Load 84(s.ff3)
|
||||
86: 61(ptr) AccessChain 53(s) 83
|
||||
Store 86 85
|
||||
88: 7(fvec4) Load 87(s.ff4)
|
||||
89: 8(ptr) AccessChain 53(s) 33
|
||||
Store 89 88
|
||||
93: 7(fvec4) Load 49(input)
|
||||
Store 92(param) 93
|
||||
95: 11(IN_S) Load 53(s)
|
||||
Store 94(param) 95
|
||||
96: 7(fvec4) FunctionCall 16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;) 92(param) 94(param)
|
||||
Store 91(@entryPointOutput) 96
|
||||
Return
|
||||
FunctionEnd
|
||||
16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;): 7(fvec4) Function None 13
|
||||
14(input): 8(ptr) FunctionParameter
|
||||
15(s): 12(ptr) FunctionParameter
|
||||
17: Label
|
||||
21(s3): 20(ptr) Variable Function
|
||||
40(e): 39(ptr) Variable Function
|
||||
43(ce): 42(ptr) Variable Function
|
||||
22: 19(FS) Load 21(s3)
|
||||
23: 19(FS) Load 21(s3)
|
||||
24: 18(bvec3) CompositeExtract 22 0
|
||||
25: 18(bvec3) CompositeExtract 23 0
|
||||
26: 18(bvec3) LogicalEqual 24 25
|
||||
27: 9(bool) All 26
|
||||
34: 8(ptr) AccessChain 15(s) 33
|
||||
35: 7(fvec4) Load 34
|
||||
37: 36(ptr) AccessChain 30(s2) 32
|
||||
Store 37 35
|
||||
44: 39(ptr) AccessChain 43(ce) 32
|
||||
45: 38(empty) Load 44
|
||||
Store 40(e) 45
|
||||
46: 7(fvec4) Load 14(input)
|
||||
ReturnValue 46
|
||||
FunctionEnd
|
||||
Reference in New Issue
Block a user